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Destin

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Everything posted by Destin

  1. I would say Order Sol is dead last on the list of likely characters to show up in Xrd.
  2. OP Eddie wasn't nearly as bad as say, sf4 sagat/akuma, AE twins, CvS2 any of the top 5, McCain (any version), alpha (any version) Yes, Eddie was good (and almost always is), but the matches were winnable. I have played many a capcom game with nearly unwinnable matches. It feels very different. I think to gg's credit, the worst characters usually are much more viable than in other fighting games. That being said, I think the legendary guilty gear balance is slightly overblown, though still very good. I think pote should be able to flick drills though!
  3. Yada Yada 2h Grand viper is still probably his highest damage combo from a normal midscreen starter no?
  4. Can you RC the non uppercut part?
  5. I think the level of depth in some of the spacing in fighting games at least approaches that of chess, I hear the analogy a lot but I don't agree with it.
  6. I like the xrd RC system as well.
  7. They are both in the game in easier format. I think +R will mostly die out, though not go completely away, just like all previous versions of games always do. I still play #R and Slash with friends from time to time, but I accepted that AC and now +R were what new people were playing. I think it will likely be the same here. The difference between #R/Slash and AC is just as much as Xrd (maybe more). tl;dr: If you and your friends enjoy another version, you can still play it with you and your friends.
  8. I always found May's slowing down the match a lot in older games.
  9. It's ok not to believe, I won't be offended. But you only get to not believe me once. I wouldn't be surprised if it related to being in hitstun from the move, not just the state itself. In the ain-Mugen match, I know ky does a few sweep stun edge RC's, are they red or yellow?
  10. I am almost sure I saw a sol combo that went something like blah blah H gunflame Yrc S BB ect. With the YRC during hitstun.
  11. I never said I found it to be gamebreaking in any way. But I don't think it will end up being irrelevant either.
  12. I'm sure people will find 50% combos. I think the screen freeze for the IK occurs when the opponent is hellfire and you are at 50%, so perhaps it will be used for things like punishes at that level of health. Still, it's the last 10% of health, not some xfactor shit up in here.
  13. It's sorta lazy, but if it brings casuals into the game more and has no huge impact on the gameplay I'm willing to accept it. I am much more afraid of BS still.
  14. Sounds shitty, I hope they fix them so they are not just bs bait. I will still use them though, fuck it.
  15. Honestly pot was totally playable in #R, but many matches were uphill battles.
  16. Hmm, that sucks. Well it's still week 1 or 2, so here's hoping.
  17. I'm thinking the dev's saw some neat tricks with YRC's for pote. At least that's what I am thinking in my head. Maybe BS will prove to be strong for him, even if it is a bit of a bs mechanic.
  18. I am almost positive you get it out of a dust combo (possibly abusing the air cancel power of the dust), but I also think you get it off a jc move. It might be like FB air pote buster. I think 6k might be meant as a yrc move, perhaps certain moves give you the yrc RIGHT when the guy gets out of blockstun (or if they IB). That way, if they backdash, the 6k hits for damage, if they jump without fd, same deal. If they stand and block, yrc to poteb. I'm just theorizing in my head here though.
  19. Icpm carries to the corner and combos in air combos.
  20. I think it wall splats too, possibly on air hit.
  21. It's not the end of the world or anything, but I don't think it helps the game and hope I am mistaken. Any game of meter chicken like that would detract from the game imo. (Wouldn't it be purple because the move has whiffed?)
  22. Yeah I agree, I think there is more room. The neutral tends to become more powerful later in the game's lifecycles from what I have seen.
  23. It's 23 frame startup.... That's well within the range of reactable. Most ky's use it out outside of throw range for oki because it is a 0 risk throw attempt if in range. So I imagine people might end up not using it at all, as well as not use a bunch of other stuff on wakeup they used to be able to. Net reduction in offensive options for an increase of one defensive option. Baiting is all well and good, but beyond how that simple argument isn't enough, this is a situation where we very well might just see that old pressure disappear. I'm not sure how it will evolve, and I hope it doesn't go down that path. I just thought I heard you couldn't do it on frame 1 of wakeup, and am sad to learn you can. I hope it doesn't turn out to be too much.
  24. I mean, for things like ky's 6h on wakeup pressure, it seems like a no brainer. Which makes me le sad.
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